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Labyrinth Monday: The Void corrupts all it touches

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Labyrinth Monday: The Void corrupts all it touches

Wait, isn’t Monday normally Midgard Monday? Yes, it is! But since all worlds, even Midgard, are contained within the infinite passages of the Labyrinth, you could say that we’re just expanding our scope to a setting that includes Midgard this Monday.

This article features the Void, the nothingness that seeks to corrupt and destroy all that is something. The Void is a storied aspect of Midgard, but it reaches worlds throughout the Labyrinth, so we’re doing double duty today.

Void Spells

The spells and rituals cast by servants of the Void are primordial and powerful, but they always come with a price . . .  a price as deep and cold as the Void itself. These terrifying spells might be used against the PCs by Void cultists and creatures, or perhaps by their own foolhardy warlock!

BANEFUL VOID

2nd-Circle Wyrd (Evocation)
Casting Time: 1 reaction, when damaged by a creature within 30 feet of you that you can see
Range: 30 feet
Components: V, S
Duration: Instantaneous

The power of the Void will harm the least corrupted creature it finds.

You point your finger, claw, or tentacle, and a creature that damaged you drops through a hole into the Void. The creature must make a CON save. On a failure, it takes 1d8 cold damage and 1d8 necrotic damage or half as much damage from each type on a success. The creature then immediately falls back through another hole that appears 10 feet above the space from where it disappeared, and takes 1d6 bludgeoning damage from falling. If cast on a creature from the Void or one suffering more Void taint than you, the spell affects you instead.

At Higher Circles. When you cast this spell using a 3rd-circle spell slot or higher, the height of the drop increases by 10 feet and the cold and necrotic damage increases by 1d8 for each slot above 2nd.

BECOME THE VOID

6th-Circle Arcane, Divine, and Wyrd (Transmutation)
Casting Time: 1 action
Range: Self
Components: V, S, M (a black volcanic stone wrapped in black cloth or a handful of volcanic sand or ash in a black pouch)
Duration: Concentration, up to 1 minute

You become the darkness of the Void and see into the dark truth of things.

For the duration of this spell, you gain truesight to a range of 60 feet. You also radiate magical darkness in a 30-foot radius. You can move through creatures and objects as though they were difficult terrain, but you can cast spells normally.

If you end your turn inside a creature or item, it takes 2d10 force damage. A creature that takes 10 or more force damage from this effect must succeed on a STR save or be knocked prone in the same space. If a target takes force damage from this spell, you take 2d10 necrotic damage and are shunted into the nearest unoccupied space.

At Higher Circles. When you cast this spell using a 7th-circle spell slot or higher, the duration lasts one minute longer, ranges and radii are 10 feet higher, and all damage types are increased by 1d10 for each slot above 6th.

CONJURE LESSER VOIDLING

4th-Circle Arcane and Wyrd (Conjuration)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 hour

You summon a destructive creature of the Void.

You tear open a 5-foot-square rift to the Deep Void and summon a lesser voidling (see Monster Vault) that appears in an unoccupied space you can see within range. Any creature within 30 feet of the rift must make a CON save. On a failure, it takes 2d8 necrotic damage and 2d8 cold damage. On a success, it takes only half as much damage. In addition, creatures who fail must succeed on a STR save or be pulled 15 feet toward the rift.

Any creature pulled into or otherwise touching the rift must make a CON save. On a failure, it takes 2d8 necrotic damage and 2d8 cold damage and suffers two levels of exhaustion. On a success, it takes half as much damage and suffers one level of exhaustion. Creatures from the Void have advantage on these saving throws.

The lesser voidling is not actively hostile to you and your companions. In combat, it acts on your initiative, taking its turn immediately after yours. It obeys any telepathic commands you give (no action required by you), if they involve destruction and harm. If your commands do not involve harm or destruction, or you don’t give any commands, it defends itself from hostile creatures but otherwise takes no actions. The lesser voidling disappears when it drops to 0 HP or when the spell ends.

If you are killed or rendered unconscious, the lesser voidling attacks any creatures within range, including you or your allies, then disappears back into the Void rift, with the same effects as described above. If your unconscious body or corpse is within 15 feet of the rift, it is sucked into the Deep Void, never to be seen again, short of a wish or similar magic.

At Higher Circles. When you cast this spell using certain higher-circle spell slots, more lesser voidlings appear: two with a 6th-circle slot and three with an 8th-circle spell slot.

CONJURE VOIDLING

5th-Circle Arcane and Wyrd (Conjuration)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small shard of obsidian)
Duration: Concentration, up to 10 minutes

You summon a dangerous ally from the Void.

You tear open a 10-foot-square rift to the Deep Void and summon a voidling (see Monster Vault) that appears in an unoccupied space you can see within range. Any creatures within 30 feet of the rift must make a CON save. On a failure, it take 3d8 necrotic damage and 3d8 cold damage (DC 15 CON saving throw for half damage). On a success, it takes only half as much damage. In addition, creatures who fail must succeed on a STR save or be pulled 15 feet toward the rift.

Any creature pulled into or otherwise touching the rift must make a CON save. On a failure, it takes 3d8 necrotic damage and 3d8 cold damage and suffers three levels of exhaustion. Creatures from the Void have advantage on these saving throws. On a success, it takes half as much damage and suffers two level of exhaustion.

The voidling is not actively hostile to you and your companions. In combat, it acts on your initiative, taking its turn immediately after yours. It obeys any telepathic commands you give (no action required by you), if they involve destruction and harm. If your commands do not involve harm or destruction, or you don’t give any commands, it defends itself from hostile creatures but otherwise takes no actions. The voidling disappears when it drops to 0 HP or when the spell ends.

If you are killed or rendered unconscious, the voidling attacks any creatures within range, including you or your allies, then disappears back into the Void rift, with the same effects as described above. If your unconscious body or corpse is within 30 feet of the rift, it is sucked into the Deep Void, never to be seen again, short of a wish or similar magic.

At Higher Circles. When you cast this spell using certain higher-circle spell slots, more voidlings appear: two with a 7th-circle spell slot and three with a 9th-circle spell slot.


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